Chapter 03a 5e
Chapter 03a 5e
CONCEPTUALIZING
INTERACTION DESIGN?
Conceptualizing design
• Proof of concept
– conceptualize what the proposed product will do
• Why the need to conceptualizing design?
• to scrutinize unclear ideas and assumptions about the
benefits of the proposed product in terms of their
feasibility
• how realistic is it to develop?
• how desirable and useful?
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Assumptions and claims
• Write down your assumptions and claims
when coming up with a new design
• Try to defend and support them by what they
will provide
• Those that are difficult to articulate
– can highlight what ideas are ambiguous or
unrealistic
– identify human activities and interactivities that
are problematic
• Iteratively work out how the design ideas
might be improved
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What is an assumption?
• Taking something for granted when it
needs further investigation
– e.g. people will want to watch TV while driving
http://www.ibiblio.org/jlillie/cooltown/lillie.htm
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What is a claim?
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Activity: How will enabling robot waiters to speak
to customers enhance their experience?
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Working through assumptions
• Many unknowns need to be considered in
the initial stages of a design project
– where do your ideas come from?
– What sources of inspiration were used?
– Is there any theory or research that can be
used to inform them?
• During the early ideation process
– ask questions, reconsider assumptions, and
articulate concerns
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A framework for analysing the
problem space
• Are there problems with an existing product or
user experience? If so, what are they?
• Why do you think there are problems?
• How do you think your proposed design ideas
might overcome these?
• If you are designing for a new user experience
how do you think your proposed design ideas
support, change, or extend current ways of doing
things?
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Activity
• What were the assumptions and claims made
about watching 3D TV?
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Benefits of conceptualising
• Orientation
– enables design teams to ask specific questions about
how the conceptual model will be understood
• Open-minded
– prevents design teams from becoming narrowly
focused early on
• Common ground
– allows design teams to establish a set of commonly
agreed terms
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From problem space to design space
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Conceptual model
• A conceptual model is:
“…a high-level description of how a system is organized
and operates” (Johnson and Henderson, 2002, p26)
• Enables
“…designers to straighten out their thinking before they
start laying out their widgets”
(Johnson and Henderson, 2002, p28)
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Components
• Metaphors and analogies
– understand what a product is for and how to use it for
an activity
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First steps in formulating a
conceptual model
• What will the users be doing when carrying out
their tasks?
• How will the system support these?
• What kind of interface metaphor, if any, will be
appropriate?
• What kinds of interaction modes and styles to
use?
- always keep in mind when making design decisions how
the user will understand the underlying conceptual model
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Conceptual models
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Interface metaphors
• Interface designed to be similar to a physical
entity but also has own properties
– e.g. desktop metaphor, web portals
• Can be based on activity, object or a
combination of both
• Exploit user’s familiar knowledge, helping them
to understand ‘the unfamiliar’
• Invokes the spirit of the unfamiliar activity,
enabling users to leverage this to understand
more aspects of the unfamiliar functionality
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Examples of interface metaphors
• Conceptualizing what users are doing,
– e.g. surfing the web
• A conceptual model instantiated at the
interface,
– e.g. the desktop metaphor
• Visualizing an operation,
• e.g. an icon of a shopping cart for placing
items into
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The card metaphor
• The card is a very popular UI
• Why?: Has familiar form factor
• Can easily be flicked through,
sorted, and themed
• Can structure content into
meaningful chunks
– similar to how paragraphs are used
to chunk a set of related sentences
into distinct sections
• Material properties giving
appearance of surface of paper
Figure 3.5 Google Now card for restaurant recommendation in Germany
Source: Johannes Shonning: [email protected].
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Benefits of interface metaphors
• Makes learning new systems easier
• Helps users understand the underlying
conceptual model
• Can be very innovative and enable the
empire of computers and their applications
to be made more accessible to a greater
diversity of users
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Problems with interface metaphors
• Break conventional and cultural rules
– e.g. recycle bin placed on desktop
• Can constrain designers in the way they conceptualize a
problem space
• Conflict with design principles
• Forces users to only understand the system in terms of
the metaphor
• Designers can unconsciously use bad existing designs
and transfer the bad parts over
• Limits designers’ imagination in coming up with new
conceptual models
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